SoroushVahidi/scidocs huggingface dataset:
Massively Parallel NUMA-aware Hash Joins
(2013)

Driven by the two main hardware trends increasing main memory and massively parallel multi-core processing in the past few years, there has been much research e ort in parallelizing well-known join algorithms. However, the non-uniform memory access (NUMA) of these architectures to main memory has only gained limited attention in the design of these algorithms. We study recent proposals of main memory hash join implementations and identify their major performance problems on NUMA architectures. We then develop a NUMA-aware hash join for massively parallel environments, and show how the speci c implementation details a ect the performance on a NUMA system. Our experimental evaluation shows that a carefully engineered hash join implementation outperforms previous high performance hash joins by a factor of more than two, resulting in an unprecedented throughput of 3/4 billion join argument tuples per second.
Reducing the effect of email interruptions on employees
(2003)

It is generally assumed that because it is not necessary to react to email messages when they arrive, employees will read their messages in their own time with minimum interruption to their work. This research has shown that email messages do have some disruptive effect by interrupting the user. Employees at the Danwood Group in the UK were monitored to see how they used email. It was found that most employees had their email software check for incoming messages every 5min and responded to the arrival of a message within 6 s. A recovery time between finishing reading the email and returning to normal work also existed though it was shorter than published recovery times for a telephone interrupt. This analysis has suggested that a number of methods can be employed to reduce this interrupt effect. Employee training, changing the settings and modes of using the email software and the introduction of a one line email facility are all shown to have beneficial effects. This has led to a series of recommendations that will enable the Danwood Group to make better use of email communication and increase employee effectiveness. r 2003 Elsevier Science Ltd. All rights reserved.
Immersion, presence and performance in virtual environments: an experiment with tri-dimensional chess
(1996)

This paper describes an experiment to assess the influence of immersion on performance in immersive virtual environments. The task involved Tri-Dimensional Chess, and required subjects to reproduce on a real chess board the state of the board learned from a sequence of moves witnessed in a virtual environment. Twenty four subjects were allocated to a factorial design consisting of two levels of immersion (exocentric screen based, and egocentric HMD based), and two kinds of environment (plain and realistic. The results suggest that egocentric subjects performed better than exocentric, and those in the more realistic environment performed better than those in the less realistic environment. Previous knowledge of chess, and amount of virtual practice were also significant, and may be considered as control variables to equalise these factors amongst the subjects. Other things being equal, males remembered the moves better than females, although female performance improved with higher spatial ability test score. The paper also attempts to clarify the relationship between immersion, presence and performance, and locates the experiment within such a theoretical framework.
Probabilistic graph and hypergraph matching
(2008)

We consider the problem of finding a matching between two sets of features, given complex relations among them, going beyond pairwise. Each feature set is modeled by a hypergraph where the complex relations are represented by hyper-edges. A match between the feature sets is then modeled as a hypergraph matching problem. We derive the hyper-graph matching problem in a probabilistic setting represented by a convex optimization. First, we formalize a soft matching criterion that emerges from a probabilistic interpretation of the problem input and output, as opposed to previous methods that treat soft matching as a mere relaxation of the hard matching problem. Second, the model induces an algebraic relation between the hyper-edge weight matrix and the desired vertex-to-vertex probabilistic matching. Third, the model explains some of the graph matching normalization proposed in the past on a heuristic basis such as doubly stochastic normalizations of the edge weights. A key benefit of the model is that the global optimum of the matching criteria can be found via an iterative successive projection algorithm. The algorithm reduces to the well known Sinkhorn [15] row/column matrix normalization procedure in the special case when the two graphs have the same number of vertices and a complete matching is desired. Another benefit of our model is the straight-forward scalability from graphs to hyper-graphs.
A Review of Non-Invasive Sensory Feedback Methods for Transradial Prosthetic Hands
(2018)

Any implant or prosthesis replacing a function or functions of an organ or group of organs should be biologically and sensorily integrated with the human body in order to increase their acceptance with their user. If this replacement is for a human hand, which is an important interface between humans and their environment, the acceptance issue and developing sensory-motor embodiment will be more challenging. Despite progress in prosthesis technologies, 50–60% of hand amputees wear a prosthetic device. One primary reason for the rejection of the prosthetic hands is that there is no or negligibly small feedback or tactile sensation from the hand to the user, making the hands less functional. In fact, the loss of a hand means interrupting the closed-loop sensory feedback between the brain (motor control) and the hand (sensory feedback through the nerves). The lack of feedback requires significant cognitive efforts from the user in order to do basic gestures and daily activities. To this aim, recently, there has been significant development in the provision of sensory feedback from transradial prosthetic hands, to enable the user take part in the control loop and improve user embodiment. Sensory feedback to the hand users can be provided via invasive and non-invasive methods. The latter includes the use of temperature, vibration, mechanical pressure and skin stretching, electrotactile stimulation, phantom limb stimulation, audio feedback, and augmented reality. This paper provides a comprehensive review of the non-invasive methods, performs their critical evaluation, and presents challenges and opportunities associated with the non-invasive sensory feedback methods.
Intrusion Detection with Neural Networks
(1997)

With the rapid expansion of computer networks during the past few years, security has become a crucial issue for modern computer systems. A good way to detect illegitimate use is through monitoring unusual user activity. Methods of intrusion detection based on hand-coded rule sets or predicting commands on-line are laborous to build or not very reliable. This paper proposes a new way of applying neural networks to detect intrusions. We believe that a user leaves a ’print’ when using the system; a neural network can be used to learn this print and identify each user much like detectives use thumbprints to place people at crime scenes. If a user’s behavior does not match his/her print, the system administrator can be alerted of a possible security breech. A backpropagation neural network called NNID (Neural Network Intrusion Detector) was trained in the identification task and tested experimentally on a system of 10 users. The system was 96% accurate in detecting unusual activity, with 7% false alarm rate. These results suggest that learning user profiles is an effective way for detecting intrusions.
Network intrusion detection
(1994)

Intrusion detection is a new, retrofit approach for providing a sense of security in existing computers and data networks, while allowing them to operate in their current "open" mode. The goal of intrusion detection is to identify unauthorized use, misuse, and abuse of computer systems by both system insiders and external penetrators. The intrusion detection problem is becoming a challenging task due to the proliferation of heterogeneous computer networks since the increased connectivity of computer systems gives greater access to outsiders and makes it easier for intruders to avoid identification. Intrusion detection systems (IDSs) are based on the beliefs that an intruder's behavior will be noticeably different from that of a legitimate user and that many unauthorized actions are detectable. Typically, IDSs employ statistical anomaly and rulebased misuse models in order to detect intrusions. A number of prototype IDSs have been developed at several institutions, and some of them have also been deployed on an experimental basis in operational systems. In the present paper, several host-based and network-based IDSs are surveyed, and the characteristics of the corresponding systems are identified. The host-based systems employ the host operating system's audit trails as the main source of input to detect intrusive activity, while most of the network-based IDSs build their detection mechanism on monitored network traffic, and some employ host audit trails as well. An outline of a statistical anomaly detection algorithm employed in a typical IDS is also included.<<ETX>>
Efficient Progressive Sampling
(1999)

Having access to massive amounts of data does not necessarily imply that induction algorithms must use them all. Samples often provide the same accuracy with far less computational cost. However, the correct sample size rarely is obvious. We analyze methods for progressive samplingusing progressively larger samples as long as model accuracy improves. We explore several notions of efficient progressive sampling. We analyze efficiency relative to induction with all instances; we show that a simple, geometric sampling schedule is asymptotically optimal, and we describe how best to take into account prior expectations of accuracy convergence. We then describe the issues involved in instantiating an efficient progressive sampler, including how to detect convergence. Finally, we provide empirical results comparing a variety of progressive sampling methods. We conclude that progressive sampling can be remarkably efficient .
On Evaluation of 6D Object Pose Estimation
(2016)

A pose of a rigid object has 6 degrees of freedom and its full knowledge is required in many robotic and scene understanding applications. Evaluation of 6D object pose estimates is not straightforward. Object pose may be ambiguous due to object symmetries and occlusions, i.e. there can be multiple object poses that are indistinguishable in the given image and should be therefore treated as equivalent. The paper defines 6D object pose estimation problems, proposes an evaluation methodology and introduces three new pose error functions that deal with pose ambiguity. The new error functions are compared with functions commonly used in the literature and shown to remove certain types of non-intuitive outcomes. Evaluation tools are provided at: https : //github.com/thodan/obj pose eval
The Lone-Actor Terrorist and the TRAP-18
(2016)

An open source sample of 111 lone-actor terrorists from the United States and Europe were studied through the lens of the Terrorist Radicalization Assessment Protocol (TRAP-18). This investigative template consists of 8 proximal warning behaviors and 10 distal characteristics for active risk management or active monitoring, respectively, by national security threat assessors. Several aspects of criterion validity were tested in this known outcome sample. Seventy percent of the terrorists were positive for at least half or more of the indicators. When the sample was divided into Islamic extremists, right-wing extremists, and single-issue terrorists, there were no significant differences across all 18 indicators except for 4. When the sample was divided according to successful versus thwarted attackers, the successful attackers were significantly more fixated, creative, and innovative, and failed to have a prior sexually intimate pair bond. They were significantly less likely to have displayed pathway warning behavior and be dependent on a virtual community of likeminded true believers. Effect sizes were small to medium (! " 0.190–0.317). The TRAP-18 appears to have promise as an eventual structured professional judgment risk assessment instrument according to some of the individual terrorist content domains outlined by Monahan (2012, 2016).
Word and Phrase Translation with word2vec
(2017)

Word and phrase tables are key inputs to machine translations, but costly to produce. New unsupervised learning methods represent words and phrases in a high-dimensional vector space, and these monolingual embeddings have been shown to encode syntactic and semantic relationships between language elements. The information captured by these embeddings can be exploited for bilingual translation by learning a transformation matrix that allows matching relative positions across two monolingual vector spaces. This method aims to identify high-quality candidates for word and phrase translation more costeffectively from unlabeled data. This paper expands the scope of previous attempts of bilingual translation to four languages (English, German, Spanish, and French). It shows how to process the source data, train a neural network to learn the high-dimensional embeddings for individual languages and expands the framework for testing their quality beyond the English language. Furthermore, it shows how to learn bilingual transformation matrices and obtain candidates for word and phrase translation, and assess their quality.
Feature Selection Methods: Genetic Algorithms vs. Greedy-like Search
(2009)

This paper presents a comparison between two feature selection methods, the Importance Score (IS) which is based on a greedy-like search and a genetic algorithm-based (GA) method, in order to better understand their strengths and limitations and their area of application. The results of our experiments show a very strong relation between the nature of the data and the behavior of both systems. The Importance Score method is more efficient when dealing with little noise and small number of interacting features, while the genetic algorithms can provide a more robust solution at the expense of increased computational effort.
Fast texture synthesis using tree-structured vector quantization
(2000)

Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.
ClothCap: seamless 4D clothing capture and retargeting
(2017)

Designing and simulating realistic clothing is challenging. Previous methods addressing the capture of clothing from 3D scans have been limited to single garments and simple motions, lack detail, or require specialized texture patterns. Here we address the problem of capturing regular clothing on fully dressed people in motion. People typically wear multiple pieces of clothing at a time. To estimate the shape of such clothing, track it over time, and render it believably, each garment must be segmented from the others and the body. Our ClothCap approach uses a new multi-part 3D model of clothed bodies, automatically segments each piece of clothing, estimates the minimally clothed body shape and pose under the clothing, and tracks the 3D deformations of the clothing over time. We estimate the garments and their motion from 4D scans; that is, high-resolution 3D scans of the subject in motion at 60 fps. ClothCap is able to capture a clothed person in motion, extract their clothing, and retarget the clothing to new body shapes; this provides a step towards virtual try-on.
Representation and Mimesis in Generative Art : Creating Fifty Sisters
(2013)

Fifty Sisters is a generative artwork commissioned for the Ars Electronica Museum in Linz. The work consists of fifty 1m ∞ 1m images of computer-synthesized plant-forms, algorithmically ‘grown’ from computer code using artificial evolution and generative grammars. Each plant-like form is derived from the primitive graphic elements of oil company logos. The title of the work refers to the original ‘Seven Sisters’ — a cartel of seven oil companies that dominated the global petrochemical industry and Middle East oil production from the mid–1940s until the oil crisis of the 1970s. In this paper I discuss the issue of representation in generative art and how dialogues in mimesis inform the production of a generative artwork, using Fifty Sisters as an example. I also provide information on how these concepts translate into the technical and how issues of representation necessarily pervade all computer-based generative art. C o m p u t i n g C o m m u n i c a t i o n A e s t h e t i c s a n d X . B e r g a m o , I t a l y . x c o a x . o r g
Arrays in Blitz++
(1998)

Numeric arrays in Blitz++ rival the eeciency of Fortran, but without any extensions to the C++ language. Blitz++ has features unavailable in Fortran 90/95, such as arbitrary transpose operations, array renaming, tensor notation, partial reductions, multicomponent arrays and stencil operators. The library handles parsing and analysis of array expressions on its own using the expression templates technique, and performs optimizations (such as loop transformations) which have until now been the responsibility of compilers.
Integration of a Wireless I/O Interface for PROFIBUS and PROFINET for Factory Automation
(2009)

Cost related to the wiring of sensors and actuators in the manufacturing industry is rapidly increasing with the number of field devices. Complex engineering as well as cable wear and tear are important factors. For over a decade, fieldbuses have been the dominating approach to simplify installation, reduce engineering efforts, and increase reliability at the field level. The next step in this process is to introduce wireless communication in certain problematic parts of the field network. In order to do this, a reliable real-time communication system, designed to cope with the harsh environments where factory automation systems are employed, is required. The wireless interface for sensors and actuators (WISA), with its two subconcepts WISA-power and WISA-com, is such a system. This paper discusses how the WISA concept can be efficiently integrated into wired field networks for factory automation-both state-of-the-art [process fieldbus decentral peripherals (PROFIBUS DP)] and new (PROFINET IO) networks. We propose amendments to WISA, which will improve the 802.11b/g coexistence and harmonize the integration of WISA for sensor/actuator communication in, e.g., PROFINET IO systems. The suggested improvements relate to both the radio protocol in order to improve coexistence with other wireless technologies as well as concepts for the integration of WISA into the field network of PROFINET/PROFIBUS.
A Transceiver Module for FMCW Radar Sensors Using 94-GHz Dot-Type Schottky Diode Mixer
(2011)

In this study, we fabricated a 94-GHz transceiver module for a millimeter-wave (MMW) frequency modulation continuous wave (FMCW) radar sensor. The transceiver modules consist of a waveguide voltage-controlled oscillator (VCO) and Rx module using a single balanced mixer. We designed a mixer with a conversion loss of 6.4 dB, without using an amplifier. Also, the waveguide VCO consisted of an InP Gunn diode, a varactor diode, two bias posts with LPF, and a Magic Tee for the MMW radar transceiver. The fabricated VCO has a tuning range of 1280 MHz by a varactor bias of 0~20 V, 1.69% linearity range of 680 MHz, and current consumption of 154 to 157 mA. The completed module has a good conversion loss of 10.6 dB with an LO power of 11.4 dBm at 94 GHz. With this RF and LO input power, the conversion loss was maintained between 10.2-11.5 dB in the RF frequency range of 93.67-94.95 GHz.
A half-bridge resonant inverter with three-phase PWM rectifier for induction heating
(2010)

A half-bridge resonant inverter with three-phase PWM rectifier for induction heating is proposed in this paper. An adjustable frequency limit is introduced to maintain the inverter's switching frequency at a value higher than the resonant frequency for zero voltage operation. In case of no work piece in the induction coil, the dc bus can be adjusted while the switching frequency of the inverter remains at the limit. The important advantages of the proposed system are reduced switching loss, small size of filter and faster response at a no load condition. The proposed technique is implemented on the created hardware setup. The inverter operates at in a frequency range of 20–40 kHz, while the three-phase PWM rectifier runs at 23.8 kHz to deliver output power at 1.5 kW.
Predicting Friends and Foes in Signed Networks Using Inductive Inference and Social Balance Theory
(2012)

Besides the notion of friendship, trust or support in social networking sites (SNSs), quite often social interactions also reflect users' antagonistic attitude towards each other. Thus, the hidden knowledge contained in social network data can be considered as an important resource to discover the formation of such positive and negative links. In this work, an inductive learning framework is presented to suggest 'friends' and 'foes' links to individuals which envisage the social balance among users in the corresponding friends and foes networks (FFN). First we learn a model by applying C4.5, the most widely adopted decision tree based classification algorithm, to exploit the feature patterns presented in the users' FFN and utilizing it to further predict friend/foe relationship of unknown links. Secondly, a quantitative measure of social balance, balance index, is used to support our decision on the recommendation of new friends and foes links (FFL) to avoid possible imbalance in the extended FFN with newly suggested links. The proposed scheme ensures that the recommendation of new FFLs either maintains or enhances the balancing factor of the existing FFN of an individual. Experimental results show the effectiveness of our proposed schemes.
A review on 3 D micro-additive manufacturing technologies
(2013)

New microproducts need the utilization of a diversity of materials and have complicated three-dimensional (3D) microstructures with high aspect ratios. To date, many micromanufacturing processes have been developed but specific class of such processes are applicable for fabrication of functional and true 3D microcomponents/assemblies. The aptitude to process a broad range of materials and the ability to fabricate functional and geometrically complicated 3D microstructures provides the additive manufacturing (AM) processes some profits over traditional methods, such as lithography-based or micromachining approaches investigated widely in the past. In this paper, 3D micro-AM processes have been classified into three main groups, including scalable micro-AM systems, 3D direct writing, and hybrid processes, and the key processes have been reviewed comprehensively. Principle and recent progress of each 3D micro-AM process has been described, and the advantages and disadvantages of each process have been presented.